Make Your Own Game: The Game Crafter

I recently discovered a really excellent web site: The Game Crafter.

Here, you can do on-demand publishing of board games, while maintaining ownership of your creation. They have a selection of standard parts you can choose from, such as pawns, meeples, tokens, glass gems, and colored cubes. They also print and cut decks of cards, mounted game boards of certain sizes, and instruction books. Finally, they let you sell your game from their store, similar to the way a site like Cafe Press works.

I haven’t used the service or bought any games from them yet, so I can’t comment on the quality of the components they provide. However, as far as the price is concerned, this seems like an excellent way to get reasonably high quality cards printed, such that they are all an identical size (so you can shuffle them) and without running out of printer ink. The base prices seem like a manageable cost to build your own game and purchase a copy, but it seems like the margins would be really slim if you wanted to sell copies at a reasonable price.

I also discovered a similar site for books and authors: lulu.com. I’m no writer, so that one’s not as interesting to me.

Jack of All Trades or Renaissance Soul?

The GeekDad blog at Wired recently had a post by someone else who finally recognized herself as a Jack of All Trades. Except, she refers to herself as a Renaissance Soul, a term used in a book she read. I suppose this is the modern, PC version of “Renaissance Man.”

It’s interesting to read her story, especially the part about how after reading some books about other “renaissance souls,” she finally feels like there’s nothing wrong with this aspect of her personality. I’m not sure I ever felt like being a Jack of All Trades was a problem; it’s just the way I was. I came from a family of well-rounded individuals, so I don’t think I felt out of place.

I also enjoyed her observation that some people enjoy going to the same place for vacation every year, while others prefer going to new places. I prefer going to new places, but I don’t take many non-family vacations anyway. Our decision to take many long weekends instead of a few long vacations per year meshes well with my preference for the new. But more than anything, I don’t think we enjoy going on vacation unless we have a specific reason or an activity to do in the place we’re going. Travelling just to be somewhere else makes little sense in this day and age.

I previously came across other ways of describing the difference between people who prefer the comfort of the known and those who are entranced by the novelty of the new: neophiles versus neophobes. This clear cut dichotomy seems like an insufficient measurement. As I’ve written before, I have a fear of the unknown, which may make me a neophobe, but I definitely also have an affinity for the new, making me a neophile. I think I like new ideas, but prefer to have new experiences only after I have a chance to calculate the risks involved.

But what about the names: “Jack of All Trades” versus “Renaissance Soul?” I’d definitely prefer to be called a Jack of all Trades, Master of None. A Jack solves problems, sometimes out of necessity, but never out of vanity. “Renaissance Soul” sounds too highbrow for me, more like “master of others, giving me time to do what I want.”

French and Indian Irregulars

I painted up 12 more French and Indian War figures. These are the last of the figures I started painting in 2009.

The first two images are Dixon Miniatures 25mm French Coureurs du Bois figures that I got on clearance from Wargames Miniatures. I’ve read several descriptions (and even more spellings) of the Coureurs du Bois, and miniatures manufacturers seem to throw the term around a lot more than historians. My best estimate of the “real” Coureurs du Bois is that they were illegal trappers, “forest runners,” who didn’t actually play a large part in the war. However, most of the French soldiers in America during the war were born in Canada, and knew better than to wear bright white and blue wool coats unless absolutely necessary.


Given the few pictures I have of French soldiers in wilderness (campaign) gear, these guys seem to fit just fine. The only big question I have is the beards: soldiers typically seem to be clean shaven. I think a wider variety of coats would also be more appropriate.

The Dixon miniatures are comparable in size with the Old Glory 25mm figures. These are a lot pudgier looking, especially their “meatheads,” but they don’t look out of scale with the Old Glories. The facial figures are deep set and full of expression, which made detailing the faces very easy. A bit of the new GW flesh wash and some highlights and they’re ready to go.

These Indians are more of the Old Glory 25mm figures I painted earlier. For these, I tried to do most of the shading using a dark base coat and lighter highlights. I did the flesh and most of the colors this way, but I inked the white and tan leggings/moccasins.

For all of these French and Indian War figures, I much prefer painting the irregulars instead of the rank and file with identical uniforms. The effort required is approximately the same for me, but I much prefer the results of painting the more varied outfits.

Ride report: The 3-speed Sloth

Halfway through my trip to work on Monday, the first longer ride on my new 3-speed with studded tires, I knew what I’d write about it: I can’t tell whether the tires worked really well, or whether the roads weren’t icy.

Then I arrived at the snow and ice covered Eliza Furnace trail, and my opinion changed. The knobby, studded tires definitely make a huge difference compared to my normal almost-slicks. I don’t know how much of it is because of the rubber knobs and how much is the carbide studs, but the tires definitely inspire confidence on poor weather roads.

As for the bike itself, it’s not my new favorite ride, but it definitely serves a good purpose at this time of year. I thought the gearing was too high, until I readjusted my shifter cable and discovered I didn’t have 1st gear previously!

This bike makes a good winter rider for poor quality roads, providing a low enough gear to get up the hills without a dangerously fast gear for the potentially slippy downhills. The fenders kept my feet dry through the slush all week, and the toe clips let me wear my boots instead of cycling shoes.

I only wish I had another generator light on the front! Batteries are a bad deal.

Game report: Skirmish at Jumonville Glen

Family Game Night at Martine’s school was postponed due to weather, so we didn’t play the Jumonville game until last night. It went as well as I expected: successful, but very hectic with a group of 1st-4th graders.

The format of game night was basically a free-for-all: anyone could bring games and play with opponents they found, or borrow games from the school. My game was an oddball. I set it up and waited for people to walk up and decide to play. Lots of kids and a few parents and teachers were interested in the game before it started, and a handful of kids stayed to play.

When I started handing out figures and explaining the rules, there were 6 kids from 1st through 4th grades, Daniel, and me. I decided on 8 players worth of soldiers with the idea that Daniel and I could step out if anyone else wanted to join in.

People came and left a lot between the instructions and the first few turns. We ended up with 4 kids and three adults who pretty much stayed for the whole game, and a few kids who came and left.

The game itself went relatively well. It took maybe an hour and fifteen minutes including instructions. The French started at the base of the cliff, and the Virginians and Indians were at least a foot away. Early on, the battle was relatively even. Then the French got a long run of turns in a row, and did some real damage. We played until the bitter end: the last Indian soldier, dubbed “sniper,” took out 2-3 French before finally being shot for his last hit point

I learned a lot about running games for kids. First of all, most kids of this age don’t want to listen to instructions at all. I’m not sure whether it was a good idea to remove Blood and Swash’s “roll for your soldier’s ability scores” process or not. On one hand, it was some setup time that was avoided. On the other hand, it would’ve gotten the kids to do something while learning about their soldiers’ abilities, instead of just listening to me talk.

I think it might work best to set things up ahead of time, and introduce the rules by playing the first turn. Describing the rules to players who are just going to leave is a waste, and you’ll have to re-explain for people who walk up anyway.

I got a hint of another problem when playtesting with Martine, but it was more obvious with a group of kids. Kids have short arms, and they’re short. It’s not easy for them to reach figures in the middle of the table, especially without dragging their arms over all the terrain. The Blood and Swash games they play with kids at conventions did a great job solving this problem I didn’t know I’d have: the games are in a very small (1-2′ square) model bar room, with outside walls. The outer walls require kids to lift their arms high enough not to hit any of the contents of the game board. A ship’s deck model with railings on the sides might also work well for this.

The useful attention span of these kids was also only about an hour. Things can’t go on longer than that without losing steam.

As for the rules themselves: we ended up making some mistakes, though the players were mostly insulated from this. In an earlier playtest, I could never remember to tell players to activate 2 soldiers on face cards, so I didn’t even try to implement this rule last night.

The other big rules mistake I made was allowing charging into close combat without any bravery tests. I forgot this the first time someone charged, and so I skipped it completely from then on. It didn’t really make the game worse, but it was simpler and different: we had a lot more close combat than in playtesting. One tactic the “free charge” ended up allowing was leaving close combat to charge a different soldier in order to get the charge bonus for fighting. I didn’t have a rule that said you can’t leave combat, because most of the time it would not be beneficial to do that anyway… as long as you have to make a bravery test to charge again.

I had enough d20’s for all the players to use, and I said players could keep them if they stayed for the whole game. Obviously for most of the players who left in the middle, this wasn’t enough motivation. But I think there was one player who was staying on in the end only to get the free stuff. It’s probably worth doing this again, but I won’t have any expectation that it’s going to keep everyone playing forever.

I didn’t have any figure casualties, not even a bent musket. 3 of my trees broke off, but I mostly expected that; I’m surprised they didn’t break off earlier when adults were playing.

Overall I’m quite happy with how it went, and I’m really glad Daniel was there to help me herd the cats. Thanks! In the end, it was probably just an excuse to paint figures and terrain that seemed interesting, but we had at least 2-3 games worth of “playtesting” as well as one “real” game so that’s worth it. I’m not likely to try anything with more complicated rules at an open game night, at least until some of the players really show they’re interested in learning more.

The Slippery Slope: Later Achaemenid Persians

On the fanaticus forums, someone asked about building a BBDBA army (a triple DBA army from one army list and its allies) starting with the armies he already had. They just happened to have most of the same armies as I do, so I did some calculating.

If you have all of the Later Achaemenid Persian (II/7) options painted, a Skythian (I/43a) army with all the options painted, and one of the later Hoplite armies (II/5), then you have a great start on a double Persian army with Skythian ally for BBDBA. Reading the DBM lists, you can make a theoretically accurate army by using greek hoplites as mercenary spears, Skythian light horse as allied units within the Persian army, and Cretan archers (use Greek) for the Psiloi. Then
all you need to paint is a few elements of Cavalry and maybe more Psiloi to fill up the BBDBA army.

But… I have all those armies. That means I could do it too. And, I just happened to have a spare pack of Persian cavalry… and so my slide down the slippery slope began.

I painted two cavalry stands and the cavalry general I hadn’t painted previously. Around this same time, I started looking into Basic Impetus and Impetus. To field an Impetus army for the Persians, I’d only need a few more cavalry stands and a bit more Psiloi. So I bought a pack of archers, and painted the rest of my cavalry.

The four stands of cavalry in the rear are Chariot Miniatures (Magister Militum/Navigator Miniatures). The Cavalry general in front is from the Essex DBA army pack. The archers are also Essex figures.

Now… the archers give me more Psiloi than I need. If I use mercenary hoplites from my Greek army for the spear elements, then all I need to make a triple Persian army for BBDBA is another cavalry or chariot general and either scythed chariots or psiloi.

But once I have a BBDBA army for the Persians, who are they going to fight against? Clearly I’ll need to paint a second BBDBA army as an enemy. I chose Alexander the Great (II/12), because apparently I have a driving need to paint 48 more pikemen. Actually, if I paint a triple Alexandrian army, I’ll be able to morph it into about 5 other Alexandrian/Successor armies, and I’ll have enough figures to have some of the successors fight against each other in DBA. It’ll also get me enough figures for a substantial Impetus army.

Now I have both Persians and Alexandrians on order from Magister Militum, to round out the Persian army and triple my Alexandrians. I chose the figure packs myself instead of buying premade DBA armies, so I could tweak some of the options so they’re more useful in other armies.

Studded Tires

Thanks for the studded tires, Mom and Dad!

I built this bike to use the Nokian A10 tires. It’s a low geared 3 speed, so I’m not tempted to go too fast when I shouldn’t. It has good fender clearance, using Velo Orange aluminum fenders. Unfortunately I have to use my battery light on it, that’ll be disappointing.

Installing the tires on their rims was the most difficult part of this whole job. The tires are very stiff, and tight on the rims. Also, they have carbide spikes for additional hand comfort as you wrestle them onto the rims.

On my first attempt, when my hands got sore I broke down and did what I knew I shouldn’t: I used a tire lever to install the tire. Even though I was being careful, the inevitable occurred, and I popped the tube. After getting some additional tubes, I tried again; the second time, I succeeded. Then I tried the rear tire, and put another hole in the tube.

For the next two days, my palms were sore. It hurt to run water over them. The next day, I remembered I had another tube available, and tried that one; but this time I got smart and used gloves. That tube got pinched and popped, without even using the tire level to install it. After using my last 2 patches to repair two of the three tube failures, one final attempt got the tire on the rim without any holes in the tube. (I have more patches coming in the mail)

There are a few upsides here. There’s no way these things are going to get holes in them or pinch-flat, since they are so stiff and heavy. I’m just going to leave my repair kit at home since I’d never be able to replace a tube on the road anyway.

I took the bike out for a spin last night, on our unplowed road. On my limited ride, the tires worked really well: they didn’t slide at all, even though it was easy for me to slip on my feet when I was standing.

I have a cold, and we’re getting 4-8″ of snow in the next few days, so I haven’t ridden it to work yet. Maybe I will next week.

Thanks!

Plumbing WTF

thedailywtf.com decided to join polite company, and declared that their use of “WTF” stands for Worse than Failure. This site is sort of a There I Fixed It for programmers.

What is Worse than Failure? Success, when it looks like this:

It’s not failure: it works. It’s just a horrifyingly bad solution. That’s 5 separate fittings screwed together with teflon tape, in order to replace one T-fitting that isn’t available in the exact size and specs I require. It also required at least 4 trips to the hardware store to get the actual parts I needed.

(Yes, I even asked for help at the store on two different occasions, and no one knew what the heck I was talking about, despite the fact that I bought the water filter at the very same store.)

The long story:

We got a new water filter, that came with a plastic T fitting to plumb it into the supply line between the faucet and the supply hose: 1/2″ pipe threads. The water filter stopped working. In the process of figuring out why, I screwed up the faucet. The replacement faucet has the supply hose built in, to prevent people like me from breaking it the way I did. But that means the water filter T fitting needs to have 3/8″ supply hose fittings instead of 1/2″ pipe threads now. Hilarity ensues.

Preview: Jumonville Glen, part 2 (rules)

As I said in my earlier post, I decided to base the rules for the Jumonville scenario on the Blood and Swash ruleset. However, there were some potential problems I wanted to address, and playtesting revealed some real problems to go along with the theoretical ones. The changes are significant enough that I think it’s safer to call the rules “inspired by” Blood and Swash and not based on them.

Blood and Swash uses a card-based activation system. Each turn, the game master draws one card from a standard deck of cards. If a black card is drawn, each player on one team activates a figure; if it’s red, the other team activates. Actions are moving, fighting, shooting, and “anything else you can think of,” in the basic game. Each character has attributes for its ability to shoot, fight, and so on. To see if your action succeeds, roll a 20 sided die: if it’s less than or equal to your applicable skill, you succeed.

The rules were written for pirate battles in a small, confied space. They emphasize doing creative things with the props available in the room, like rolling barrels of beer at the opponent or pulling the rug out from under their feet. The tight space compared to the number of figures makes the game fast paced and chaotic.

In order to emphasize this interesting chaos, guns are powerful but very slow. Reloading your gun might take 5 or more cards, and you can’t do anything else in the mean time. This might be okay in a bar fight, but in a shooting war it’s incredibly boring. The first change I knew I needed to make was to reduce the reload time; in fact, I got rid of reloading completely in the end.

Another aspect of Blood and Swash is that each player rolls dice to determine his figures’ skills at the start of the game. Players might end up crippled by one bad die roll at the start of the game. In a bar fight, this matters less: you can always punch someone if you’re no good at shooting. But the number of useful skills in a shooting skirmish is lower. I also wanted to reduce the game startup time, so I am predetermining each figure’s skills based on how the people acted in this specific skirmish historically.

Blood and Swash figures have a variable number of hit points, weapons have variable damage, and the skill checks use a “roll to succeed, the opponent rolls to prevent it” mechanic. Since the assortment of weapons is very limited compared to a pirate battle, I simplified this: all figures get 3 hit points, and each hit (shooting or hand-to-hand combat) does one point of damage. I adjusted the skill numbers to take into account the chance of an opponent preventing the action, to reduce the amount of die rolling.

In playtesting, I found what I feared: everyone walks within shooting range, starts shooting, and then there’s no incentive to ever move around. Without a rule to allow moving and shooting in the same action, static defenders get a huge bonus: they can often shoot first and can concentrate their fire on fewer figures within range.

To compensate, I added a new skill: Bravery. Whenever someone shoots at you, charges into combat, or charges into combat at you, you need to make a bravery check. If you fail, you run away (a full move away from the enemy, or at least moving out of line of sight). I also added a “move and shoot” action with a penalty to hit.

This made a huge difference: the game was no longer a static shooting match; instead, people were moving around a lot, like in the Pirate games.

To be fair: this rule system is not based on reality whatsoever. It’s intended to provide a fast, easy, fun, and hectic shooting skirmish.

The Rules: Skirmish at Jumonville Glen

By Alan Ferrency, 2009.

Figures and Skills

This is a skirmish scale miniatures wargame intended for 2 or more players controlling no more than 4 individually based figures each. It is not based on reality whatsoever, it’s just a game.

Players are divided into two teams: Red and Black.

Figures have several skills:

  • Shooting determines how likely the figure is to hit another figure when shooting
  • Fighting is how likely the figure is to hit another figure in hand-to-hand combat
  • Bravery determines how likely the figure is to get scared and run away
  • Save is the figure’s ability to take advantage of cover to avoid being shot

Each figure’s skills have a value from 1 to 20. To make a skill test for a specific skill, roll d20; the test succeeds if the result is less than or equal to the skill being tested.

Terrain and figures are deployed appropriately for the scenario being played. Enemies must start the game outside shooting range (12″) from each other. The game ends when one side has obviously lost (or no one is having fun anymore).

Turn Sequence

Each turn, one card is drawn from the top of a standard deck of playing cards. If it is Red, then all players on the Red team activate one of their figures. If it is Black, then all players on the Black team activate one figure. If a face card is drawn, each player on the appropriate team activates two different figures instead of one. (Note that each team might get multiple turns in a row, there is no problem with this.)

When a figure is activated, it can perform one of these actions:

  • Move up to 6″
  • Shoot at a figure within 12″ range
  • Move and then shoot
  • Charge at another figure up to 6″ away
  • Fight a figure currently in base-to-base contact

Actions

Movement can be in any direction or around corners. Figure facing does not matter.

To Shoot at an enemy, the closest parts of each figure’s base must be no more than 12″ apart, and the figures must be able to see each other. The active figure makes a shooting test: roll d20; if it is less than the figure’s Shooting skill, they hit the enemy. If the enemy is hit, and they are in cover (hiding in the edge of trees or behind an obstacle), they make a Save test. A successful save means the shot hit the cover and not the figure.

Keep track of which figures are hit: when a figure is hit three times, it is removed from play.

After a figure is shot at, whether the shot hits or misses, they must make a Bravery test. If the test succeeds, nothing happens. On failure, the figure must immediately move away from the enemy that shot them, either 6″ or until the figure is out of line of site of the shooter.

If a figure Moves and Shoots, they must move first and then shoot. The figure’s shooting skill is -2 for the shooting test when it moves before shooting.

In order to contact an enemy figure to fight them, a figure must Charge. Before charging, the active figure must pass a bravery test. If the test fails, the figure can’t move or shoot but still counts as activated this turn. The figure being charged must also make a bravery test. If this test fails, the charging figure moves 6″ towards the charged figure, and the charged figure runs 6″ away as well.

A figure that successfully charges also Fights on the same turn they charge, and receives a +4 to their fighting skill. To fight, the figure makes a fighting test, and success means the other figure receives one hit. There is no save test when fighting, and fighting figures don’t make bravery tests. Figures that are in base to base contact cannot be shot at by either side.

That’s all there is!

Here is my current version of the figure stats for the Skirmish at Jumonville Glen.

  • Virginians: shooting 8, fighting 8, bravery 12, save 10
  • Indians: shooting 7, fighting 10, bravery 14, save 12
  • French: shooting 8, fighting 8, bravery 10, save 10

I have half-page quick play sheets which we’ll use when actually playing the game. The rules are very simple in actual practice, but like all rules, understanding suffers when you read them without playing.

I’ve playtested this a few times by myself and once with Martine. It will work a lot better with only 2 figures per player, but even with me controlling all of the figures, I reached a decisive outcome within about an hour.

Review: De Bellis Multitudinus (DBM)

Today, I played DBM (De Bellis Multitudinus) for the first time. DBM can be described as a scaled up version of DBA, a game that I am very fond of, but this description would be unfair to both DBA and DBM. I had a good time, and I’d definitely play DBM again, but I wouldn’t consider it an upgrade of or replacement for DBA and/or Big Battle DBA (BBDBA).

The rules

In many ways, comparing DBM to DBA is a bit like comparing long bike rides with shorter trips. You can have just as much fun, but it takes longer and requires a longer term mind frame. If you want to avoid suffering the whole time, it also may require a bit more training. And on a bad day, you’ll wish you opted for the shorter trip.

The beauty of DBA is its small scale and simplicity, matched with deep tactical complexity. Armies always consist of 12 elements, so they’re fast and easy to paint, and the limited army lists provide a good sense of closure when you’re finished. Games require only an hour to play, so even if you lose you won’t suffer for very long.

DBM is larger than DBA in several dimensions, with positive and negative consequences.

DBM adds support for larger armies and uneven forces on each side, using points-based army lists. This allows for playing larger battles and designing historic scenarios within the scope of the rules. However, it also increases the importance of the army selection meta-game, requires a lot more painted miniatures, and loses the “I’m finished!” satisfaction smaller DBA armies provide. Points based systems are always susceptible to minmaxing and twinking, even when the theoretical basis for the system is to match historical reality.

DBM also provides a greater level of detail with additional rules for things like weather, troop quality, and commander quality. The most visible aspect to me was the troop quality modifiers. These provide a finer grained difference between historical troop types that are considered identical in DBA (but weren’t in real life). I’m not experienced enough to decide whether this is a case of confusing “detail” with “realism” or not. However, for the DBA player interested in DBM, the main result is that there are many more close combat modifiers, and generally a lot more things to consider when resolving combat (or deciding whether to enter combat in the first place).

Due to the increased number of elements in each army the ground scale is different, but the movement rates have also changed to compensate. The command and control system is still PIP based, but also more complicated due to the larger armies.

The cumulative effect of all these differences is that you feel like you’re playing DBA on steroids, but some of the differences bite you when you least expect them, or force you to change your tactics to avoid being bitten. I could see myself losing brain cells if I were forced to constantly switch between these “similar but different” rulesets.

The game

This particular engagement was a 500 point game between “our” Pyrrhic army with Seleucid ally, who chased down “their” fleeing Carthaginians. There were about 75-80 elements on each side, split into 4 commands with 3 players on each side. Our individual commands had 4, 19, 19, and 36 elements in them (I think). Each command still only rolls d6 for PIPs, so PIPs for movement are more scarce than in DBA. The movement rules are more flexible for group moves in some ways, since there’s an expectation that you’ll be moving larger blocks of elements around.

This game was part of a large campaign played by a bunch of the guys in this gaming group. Our goal was to kill as many of Larry’s Carthaginians as possible before he got back. The other side’s goal was pretty much the same, since Larry wasn’t around.

I held our extreme left flank with a huge block of pike and spear (twice as large as a DBA army by itself), supported by bad-going support troops (another DBA army worth of Auxilia and Psiloi). (Huh… I just realized I had the Big command… I thought I chose the “easy, uncomplicated” command, not the huge one.) My goal was for the guys with the long pointy sticks to walk forward and crush anything in their path, while the guys with the short pointy sticks stood on the hill and prevented the enemy’s cavalry from turning our flank.

In the end, it worked! Not only did I fail to screw up tactically and lose, I actually rolled well enough in combat to kill superior troops with my light troops, including the enemy’s Commander in Chief, which ended the battle.

Having the Big command helped a lot, because Jim almost always assigned me the high PIP die, so I rarely lacked the PIPs to do what I required.

I think I was also aided by suboptimal enemy deployment, but part of this was likely due to a lack of choice by the time they deployed that flank. They had poor matchups against my pike and spear, but I think a bigger mistake was splitting their command in half. They sent most of their bad going troops halfway downfield to play in the mud (steep hills, really). This provided them with a PIP suck in the middle of the board, far away from their general, and reduced their options on my flank.

The game theoretically started at 1:30pm, but much time was spent finding boxes of figures, talking, and so on. We had everything packed up again by 7pm: not a short game.

Overall Impressions

Playing as a small part of a larger battle, and seeing the battle unfold on the field gave me a much better feel for the “grand tactical” situation than I often get from DBA. Now that I’ve seen this in a larger scale, maybe I’ll be able to translate that vision to smaller DBA battles.

As for my part in the battle itself, it felt fairly similar to playing an isolated and slow game of DBA on my flank. The amount of tactical decision making I had was not equivalent to what I’d see in 5 sequential games of DBA, by any means.

I’d definitely play DBM again… but at someone else’s house. I don’t even have a room large enough for the 8’x5′ table required, and don’t have nearly enough miniatures to field even one side of a 500 point battle. As with many of the larger games I play at conventions, I don’t like it enough to want to do it myself, but I do like it enough to “push lead” once in a while in someone else’s game.

Instead, to satisfy my personal “bigger game” fix, I’ll attempt to scale up some of my DBA armies into Impetus armies and/or BBDBA armies.